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Team Liquid Map Contest #18: Finalists

Forum Index > SC2 General
6 CommentsPost a Reply

Team Liquid Map Contest #18: Finalists

Text byTL.net ESPORTS
May 20th, 2023 00:04 GMT
TLMC18
Update: Voting is now open from May 29th to June 4th! Scroll down to the voting section to cast your votes.


The judges have done their work and the sixteen TeamLiquid Map Contest #18 finalists have been determined!

Before revealing the finalists, we'd like to once again thank Monster Energy for being the presenting sponsor of TLMC #18. New maps play a crucial part in keeping the StarCraft II scene feeling fresh and exciting, and thanks to Monster, TLMC was able to continue its search for the best competitive maps into its twelfth year.

Voting will be open between May 29 - June 4. Before then, you can see the finalist maps in action in the WardiTV TLMC Test Tournament (May 23-28).

Here are some final notes as we announce the finalists.
  • Monster Energy elements have been added to the maps for the WardiTV TLMC Test Tournament.
  • All maps are accompanied by comments from the map-maker.
  • The maps are listed in random order and do not reflect their score in judge voting.
  • Three maps are selected per category based on judging. Then, four additional "judges' picks" selections are given to the remaining maps with the highest scores.
  • As was the case with NeoHumanity from TLMC #17, ESL will continue to consider maps outside the sixteen finalists for inclusion in the competitive map pool.


Standard

+2 Judges' picks

Medium sized maps. Players tend to have more flexibility on these maps to open with a wider variety of strategies and/or builds.

Hecate

By: volumin
Hecate is a standard map with 14 bases, two of which have 4 blue-4 gold mineral patches and 2 normal geysers.

The ramp in front of the natural is partially blocked with 6x6 rocks to help with the relatively short 29 second natural-to-natural rush distance. The most distinctive features of the map are three narrow bridges that connect wider paths.

Map Features
Click to expand


Infestation Station

By: Zuratu
Your station has an infestation. Can you eliminate it?
  • Many rocks to choke up the middle for early game.
  • Standard rock and mineral usage.

Map Features
Click to expand


Sidetracked

By: KillerSmile
A standard map with a preferred triangular 3rd base and a relatively short rush (30s) rush distance for the category. The linear 3rd has open high ground in front of it from where it can be attacked, but to help with a surround you can destroy some rocks to open up the high ground for easier access.

There are 8 bases per player, 2 of which are unusual. One is a forward high ground base with a blocked off purple geyser, and right below it there is a gold base along the Sidetrack of the map.

Map Features
Click to expand


Oceanborn

By: Marras
Oceanborn is a standard map set in an underwater world. The map features 14 blue bases in total, rocks that can be destroyed to open up paths around the map and plenty of line of sight blockers to hide your units behind.

There is no Overlord pillar at the natural and there is also a good amount of airspace around the main and natural.

Map Features
Click to expand


Sleepwalker

By: Marras
Sleepwalker is a standard map with 14 bases total and two third base options.

No Overlord pillar at the natural. Line of sight blockers are situated along the main lowground path. Destructible rocks are found on some of the ramps leading to and from some of the expansions and the very middle of the map.

Map Features
Click to expand



Rush

+1 Judges' pick

Maps that favors early aggression and offensive play.

Interitus

By: Agaton
In a place retaken by nature, two ridges cut through the terrain, dividing the map in two. The small ramps outside the natural expansions are blocked by weakened debris, begging to be cracked open. Due to the map's expansion pattern and the attack paths leading to the natural expansion, army positioning and high mobility will become keys to success as the game progresses.

Notable features:
  • Small patches of bushes will keep players on their toes when moving through the map
  • Debris can be destroyed to open another high ground attack path toward the triangular third.
  • Weakened debris is blocking the smaller ramps outside the natural expansion.

Map Features
Click to expand


Carnivore

By KillerSmile
A short map where the 3rd bases are protected by rocks.

The paths to the 3rd bases naturally diverge and make armies explore the map, which creates dynamic play.

Map Features
Click to expand


Solaris

By: KillerSmile
Acceleration zones help small armies get to the opponent quicker and surround siege units hiding behind the big pillars.

To open the map up in the later game two long rocks in the middle can be destroyed.

Map Features
Click to expand


Hard Lead

By: MayOnFire
Short rush distance and multiple paths will force players to split their armies or take the forward base that secures the natural high ground and cuts off the main attack path in order to defend.

Features:
  • Short rush distance through the vision blockers
  • Free flow of units and many paths for run-bys
  • Forward base that secures the natural high ground
  • Xel'Naga tower that provides vision on the sides of the map, but not the center

Map Features
Click to expand


Macro

+1 Judges' pick

Maps that favor defensive play and encourage players to reach end game unit compositions.

Institute

By: volumin
Institute is a 16 base macro map with a lot of expansions close to each other, but with a very short rush distance. There are 3 potential options for 3rd base, a walled off second entrance to the natural is leading to one of them.

Note: Because of the mineral wall, blink options are limited so Stalkers can't blink directly to the main from the walled-off third base. They can double-Blink using Reaper cliff or try getting to the natural first.

Map Features
Click to expand


Calliope

By: volumin
Calliope is a macro map with 16 bases. There are 2 gold expansions with one gas each, located in the middle section of the map, far away from main bases and can be reached from multiple directions. Reaper cliffs connect the main with both the triangle 3rd and 4th base. There's also a small Reaper ledge connecting natural and triangle 3rd, which can be walled off with one 2x2 building.

Note: There's not a lot of room for blinking, but Stalkers can blink from behind the triangle 3rd minerals or use the Reaper cliff.

Map Features
Click to expand


Shipping News

By: depressed1
Shipping news is a 4-level macro category map. It was created to enlight an old idea and revive the hybrid mineral bases. The idea is that the 6-patch (3 gold, 3 blue) hybrid base has the same mineral income as a 'normal' base, but with less workers needed.

The hybrid base only has one gas, and is placed between the natural and third. Players might want to skip the natural base in order to get a hybrid base first for some sort of early aggression that's mineral-heavy (like 2 base all-in or timing attack). But it has only one Vespene geyser because we need to prevent any type of early gas-type build orders and any form of disadvantage for Terran players.

For the rest the map has a defensive and technical layout. The triangle third has an additional narrow path with a slow zone. It was created in order to have easy access to Xel’Naga tower, and a slow zone should stop an opponent from sneaking in.

Xel’naga towers give you full control over the center of the map but not high grounds.

The front ramp that leads to the hybrid/natural base is blocked by 6x6 rocks.

Map Features
Click to expand


Goldenaura

By: Marras
Goldenaura is a macro map with diagonal symmetry. It features a total of 13 blue bases and one golden base in the bottom left corner of the map.

No Overlord pillar right at the natural. There are two Xel'naga towers, one at the high ground near the gold base and another at the lowground in the top right. There is also a good amount of airspace around the map. In the middle of the map there is a 'ramphill.'

Map Features
Click to expand


Freestyle

Maps in this category explore new ideas for how StarCraft II can be played. This category is intended for unorthodox, outside-the-box maps.

Harbinger

By: Sha
This map has standard opening and expansion setups around edges of the map.

What's unique on this map are the Slow Zones and Rock Towers/Collapsing Rocks and their interaction. Should a Rock Tower be destroyed on this map, they will fall on the Slow Zone and destroy them, completely sealing off the path or creating a choke point.

However, another twist on this map is the central area with two highground ledges which contain a Xel'Naga Tower each. These Xel'Naga Towers provide complete vision of the middle while truly reinforcing high ground advantage in the middle.

Map Features
Click to expand


Equilibrium

By: Agaton
Equilibrium is a mirror-symmetry macro map with many bases in close proximity. The most notable feature is the rich expansion located nearby, boasting six rich patches and a rich geyser. However, the expansion is placed in a rather exposed area that also serves as a pathway, so tread carefully. Another feature is the destructible rocks that split the entry to the high ground third, making the entry a focal point until the rocks are taken down.

Features Description:
  • A low ground rich expansion (6 rich patches and 1 rich geyser) is located in front of the low ground third. The area also serves as a path that connects the high and low ground areas.
  • Destructible rocks split the entry to the high ground third and make rotations much longer. Once destroyed, it opens up a second entry to the triangular third as well as a path down to low ground expansion.
  • A watchtower is located in the upper center of the map to help with scouting.

Map Features
Click to expand
Map Features
Click to expand


Stadium

By: RQM
Stadium is a map of normal distance with some irregular features.
  • Initial distance trend toward standard gameplay.
  • Breaking one of the connected collapsible-terrain will break every other one at once.
  • Collapsible rocks and towers are exclusive to each other.
  • To block a path completely, players should break the collapsibles from both sides (left+right).
  • The middle path cannot be completely blocked in this way.

Map Features
Click to expand


Voting

TLMC uses a ranked preference voting system where voters assign points to their top five maps in order of preference. Please follow these instructions when voting:
  • You may only vote for a total of FIVE (5) maps.
  • Among your top five maps picks, assign your points/votes as follows:
    • Highest rated map: 5 points
    • Second highest rated map: 4 points
    • Third highest rated map: 3 points
    • Fourth highest rated map: 2 points
    • Fifth highest rated map: 1 point
  • You may only assign each specific point value once (only one map can be awarded 5 points, etc).
Vote Now!


Voting is open for

Public voting via TL.net determines the final rankings in TLMC #18. All sixteen finalists, as selected by the judges, receive $200 per winning entry. The top five entrants, as determined by public vote, will be awarded additional winnings as follows:

First - $200
Second - $125
Third - $100
Fourth - $75
Fifth - $50

Maps that place high in TLMC #18 are not guaranteed to be added to the competitive ladder. ESL will reference the finalists, as well as other highly rated runner-up maps, and choose which maps to add at its own discretion.

Prize money has been provided by Monster Energy, and we thank them for their support of the map making community.

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TL+ Member
Kantuva
Profile Joined April 2010
Uruguay206 Posts
May 20 2023 03:26 GMT
#2
Absolute congratulations to all the guys and galls

So many unexpected names on the list! RQM even Volumin coming strong with Marras and KillerSmile
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
Beelzebub1
Profile Joined May 2015
1004 Posts
May 20 2023 03:40 GMT
#3
Hecate, Harbinger, Carnivore, Oceanborn, wow I mean all the maps are awesome looking. A shame the hype levels are lower then it used to be considering I think the maps we have nowadays are pretty superior.
MrIronGolem27
Profile Joined July 2020
United States212 Posts
Last Edited: 2023-05-22 20:57:54
May 20 2023 05:00 GMT
#4
Congratulations to the finalists. Most of them appear to be overall acceptable maps. I don't have any finalists this time, probably because I didn't put nearly as much time into my maps as I could (or perhaps should) have. The overall variety of the finalists is definitely stronger than TLMC17, and perhaps almost as good as TLMC16.

I have a bit of an odd complaint about Oceanborn. The Standard category is described as containing maps which "...have more flexibility...to open with a wider variety of strategies and/or builds." Oceanborn has a very easy, defensible 3-base setup, and I imagine you take the triangle 4th as the 4th base. From there, your potential 5th base options are both on low-ground, directly facing ramps that lead to high-ground, giving your opponent a substantial advantage. So, rather than permitting a wide variety of strategies, due to the safety of the first 3 bases and the lack thereof of the 5th and beyond, it may lead to games that typically end at around 3-4 bases for both players, since neither rushing or a long macro game are compelling options.

Infestation Station has some absurdly wide ramps leading into both 3rds...the rocks may compensate for T/P in the early game but once the map opens up, it looks like a challenging layout to negotiate.

Unfortunately the Freestyle category continues to be the weakest of the bunch, as is the case every TLMC; mind you, it has nothing to do with the mapmakers, but rather that the powers that be wisely decided to schedule the judging phase during a time when most of the judges are preoccupied with the ESL Summer regionals. Equilibrium doesn't have any particularly unique features, but unlike the other two maps, it actually seems playable. Harbinger's destructible Inhibitor Zone Generators are an intriguing mechanic. I like their use in the corners (where the Inhibitor Zones clearly serve as a way to create separation between opposing bases which are otherwise practically right next to each other, but interacting with the rock towers creates an advantage for the attacker who is willing to take the time to break them), but otherwise the implementation on this map seems uninspired and the mechanic seems like an excuse to put Inhibitor Zone Generators everywhere, and the map is painfully open without them. The congested center in Stadium is probably far and away the most interesting feature on display in the Freestyle category this time, but maps with large numbers of rocks/towers seem to be controversial and it's paired with an expansion layout where the linear 3rd and triangle 4th are worryingly distant (though perhaps the mapmaker deemed this a necessary countermeasure for the difficulty of moving vertically and thus attacking on the map). It will probably be rife with 2/3-base all-in plays.
HyperONE - mapmaker (TLMC19 2nd place, TLMC17 3rd+5th place), tournament organizer (organizer for the StarCraft Evolution League and Circle Derping), Liquipedia editor, Aligulac contributor, owner of Team HyperONE, and SC: Evo Complete developer
Buster Nut
Profile Joined January 2021
United Kingdom4 Posts
May 20 2023 10:44 GMT
#5
Amazing. Put them all in rotation I say
KillerSmile
Profile Joined November 2018
Germany86 Posts
May 20 2023 19:37 GMT
#6
Very pleasant surprise after not getting a finalist last time to get 3 this time.

Maps look very quality to me, especially Volumins maps look really crisp. We have unique layouts with Hecate and also Equilibrium. Not too thrilled with the freestyle feature of the latter (split rich base), but the paths around the map with the symmetry and the rock placements are very well thought out and executed as well as the balanced airspace.

Speaking of balanced, Marras is here with 3 very pretty and very playable finalists that already have ladder map written all over them. Same goes for Hard Lead and Harbinger, two maps with really powerful watchtowers, which is nice to see.

Also very happy for Zuratu with his first finalist in the 1v1 tlmc, with a map with very cool forward bases. Depressed Marauder with the most daring finalist and it's not even a freestyle map. He seems to have a knack for making weird maps that don't suck, something I wish I could say about myself tbh.

And RQM is back with a Pokemon themed map. How awesome is that?

I think we can all look forward to the tournament on tuesday on these 16 maps that got picked from over 100 submissions. Many thanks to all the people involved in the administration, I hope they can come up with a process that is not too hard on the judges and still fair to all the great submissions, even the ones that didn't make it to finalist. Hopefully getting to watch the Wardi cast is as much of a reward for you admins as it is for us mapmakers.
Mapmaker, author of Data-C, Solaris, Ley Lines, Torches and Reclamation LE
MayOnFire
Profile Joined March 2021
England47 Posts
May 21 2023 18:57 GMT
#7
This is the best set of maps since I've joined the map making community.

Congrats everyone, can't wait for the tournament!
Ladder Map Pool : Curious Minds, Amphion, Cosmic Sapphire, Royal Blood, Dragon Scales, Hard Lead, Whispers of Gold + four times TLMC finalist, and other sc2 related content // https://liquipedia.net/starcraft2/MayOnFire
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